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$Sequence "idle_angry" {
2
	"Male_01_anims\idle_angry.smd"
3
	activity "ACT_IDLE_ANGRY" 1
4
	fadein 0.2
5
	fadeout 0.2
6
	node "node0"
7
	fps 30
8
	loop
9
}
10
11
$Sequence "idle_subtle" {
12
	"Male_01_anims\idle_subtle.smd"
13
	activity "ACT_IDLE" 1
14
	fadein 0.2
15
	fadeout 0.2
16
	node "node0"
17
	fps 30
18
	loop
19
}
20
21
$Sequence "idle01" {
22
	"Male_01_anims\idle01.smd"
23
	activity "ACT_IDLE" 1
24
	fadein 0.2
25
	fadeout 0.2
26
	node "node0"
27
	fps 30
28
	loop
29
}
30
31
$Sequence "Idle02" {
32
	"Male_01_anims\Idle02.smd"
33
	activity "ACT_IDLE" 1
34
	fadein 0.2
35
	fadeout 0.2
36
	node "node0"
37
	fps 30
38
	loop
39
}
40
41
$Sequence "Idle03" {
42
	"Male_01_anims\Idle03.smd"
43
	activity "ACT_IDLE" 1
44
	fadein 0.2
45
	fadeout 0.2
46
	node "node0"
47
	fps 30
48
	loop
49
}
50
51
$Sequence "LineIdle01" {
52
	"Male_01_anims\LineIdle01.smd"
53
	fadein 0.2
54
	fadeout 0.2
55
	fps 30
56
	loop
57
}
58
59
$Sequence "LineIdle02" {
60
	"Male_01_anims\LineIdle02.smd"
61
	fadein 0.2
62
	fadeout 0.2
63
	fps 30
64
	loop
65
}
66
67
$Sequence "LineIdle03" {
68
	"Male_01_anims\LineIdle03.smd"
69
	fadein 0.2
70
	fadeout 0.2
71
	fps 30
72
	loop
73
}
74
75
$Sequence "LineIdle04" {
76
	"Male_01_anims\LineIdle04.smd"
77
	fadein 0.2
78
	fadeout 0.2
79
	fps 30
80
	loop
81
}
82
83
$Sequence "Crouch_idleD" {
84
	"Male_01_anims\Crouch_idleD.smd"
85
	activity "ACT_COVER_LOW" -1
86
	fadein 0.2
87
	fadeout 0.2
88
	node "node1"
89
	fps 30
90
	loop
91
}
92
93
$Sequence "layer_crouch_run_holding" {
94
	"Male_01_anims\layer_crouch_run_holding.smd"
95
	fadein 0.2
96
	fadeout 0.2
97
	fps 30
98
	weightlist "weights_layer_crouch_run_holding"
99
}
100
101
$Sequence "layer_crouch_walk_no_weapon" {
102
	"Male_01_anims\layer_crouch_walk_no_weapon.smd"
103
	fadein 0.2
104
	fadeout 0.2
105
	fps 30
106
	weightlist "weights_layer_crouch_run_holding"
107
}
108
109
$Sequence "layer_crouch_walk_holding" {
110
	"Male_01_anims\layer_crouch_walk_holding.smd"
111
	fadein 0.2
112
	fadeout 0.2
113
	fps 30
114
	weightlist "weights_layer_crouch_run_holding"
115
}
116
117
$Sequence "layer_crouch_run_no_weapon" {
118
	"Male_01_anims\layer_crouch_run_no_weapon.smd"
119
	fadein 0.2
120
	fadeout 0.2
121
	fps 30
122
	weightlist "weights_layer_crouch_run_holding"
123
}
124
125
$Sequence "layer_run_holding" {
126
	"Male_01_anims\layer_run_holding.smd"
127
	fadein 0.2
128
	fadeout 0.2
129
	fps 30
130
	weightlist "weights_layer_crouch_run_holding"
131
}
132
133
$Sequence "walk_all" {
134
	"a_WalkS"
135
	"a_WalkSE"
136
	"a_WalkE"
137
	"a_WalkNE"
138
	"a_WalkN"
139
	"a_WalkNW"
140
	"a_WalkW"
141
	"a_WalkSW"
142
	"a_WalkS"
143
	activity "ACT_WALK" 1
144
	blend "move_yaw" -180 180
145
	blendwidth 9
146
	{ event 2051 9 "" }
147
	{ event 2050 23 "" }
148
	fadein 0.2
149
	fadeout 0.2
150
	node "node2"
151
	fps 30
152
	loop
153
}
154
155
$Sequence "run_all" {
156
	"a_RunS"
157
	"a_RunSE"
158
	"a_RunE"
159
	"a_RunNE"
160
	"a_RunN"
161
	"a_RunNW"
162
	"a_RunW"
163
	"a_RunSW"
164
	"a_RunS"
165
	activity "ACT_RUN" 1
166
	blend "move_yaw" -180 180
167
	blendwidth 9
168
	fadein 0.2
169
	fadeout 0.2
170
	node "node3"
171
	fps 30
172
	loop
173
}
174
175
$Sequence "Crouch_walk_all" {
176
	"a_Crouch_walkS"
177
	"a_Crouch_walkSE"
178
	"a_Crouch_walkE"
179
	"a_Crouch_walkNE"
180
	"a_Crouch_walkN"
181
	"a_Crouch_walkNW"
182
	"a_Crouch_walkW"
183
	"a_Crouch_walkSW"
184
	"a_Crouch_walkS"
185
	activity "ACT_WALK_CROUCH" 1
186
	blend "move_yaw" -180 180
187
	blendwidth 9
188
	fadein 0.2
189
	fadeout 0.2
190
	node "node4"
191
	fps 30
192
	loop
193
}
194
195
$Sequence "crouch_run_all_delta" {
196
	"a_crouch_runS_delta"
197
	"a_crouch_runSE_delta"
198
	"a_crouch_runE_delta"
199
	"a_crouch_runNE_delta"
200
	"a_crouch_runN_delta"
201
	"a_crouch_runNW_delta"
202
	"a_crouch_runW_delta"
203
	"a_crouch_runSW_delta"
204
	"a_crouch_runS_delta"
205
	blend "move_yaw" -180 180
206
	blendwidth 9
207
	delta
208
	fadein 0.2
209
	fadeout 0.2
210
	iklock "lfoot" 1 1
211
	iklock "rfoot" 1 1
212
	fps 30
213
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
214
	subtract "a_WalkS" 0
215
	weightlist "weights_crouch_run_all_delta"
216
}
217
218
$Sequence "crouchRUNALL1" {
219
	"a_RunS"
220
	"a_RunSE"
221
	"a_RunE"
222
	"a_RunNE"
223
	"a_Crouch_runN"
224
	"a_RunNW"
225
	"a_RunW"
226
	"a_RunSW"
227
	"a_RunS"
228
	activity "ACT_RUN_CROUCH" 1
229
	blend "move_yaw" -180 180
230
	blendwidth 9
231
	fadein 0.2
232
	fadeout 0.2
233
	addlayer "crouch_run_all_delta"
234
	addlayer "layer_crouch_run_no_weapon"
235
	node "node5"
236
	fps 30
237
	loop
238
}
239
240
$Sequence "Stand_to_run" {
241
	"Male_01_anims\Stand_to_run.smd"
242
	fadein 0.2
243
	fadeout 0.2
244
	fps 30
245
}
246
247
$Sequence "Run_to_stand" {
248
	"Male_01_anims\Run_to_stand.smd"
249
	fadein 0.2
250
	fadeout 0.2
251
	fps 30
252
}
253
254
$Sequence "Stand_to_walk" {
255
	"Male_01_anims\Stand_to_walk.smd"
256
	fadein 0.2
257
	fadeout 0.2
258
	fps 30
259
}
260
261
$Sequence "Walk_to_stand" {
262
	"Male_01_anims\Walk_to_stand.smd"
263
	fadein 0.2
264
	fadeout 0.2
265
	fps 30
266
}
267
268
$Sequence "Stand_to_crouch" {
269
	"Male_01_anims\Stand_to_crouch.smd"
270
	activity "ACT_TRANSITION" 1
271
	fadein 0.2
272
	fadeout 0.2
273
	transition "node0" "node1"
274
	fps 30
275
}
276
277
$Sequence "Crouch_to_stand" {
278
	"Male_01_anims\Crouch_to_stand.smd"
279
	activity "ACT_TRANSITION" 1
280
	fadein 0.2
281
	fadeout 0.2
282
	transition "node1" "node0"
283
	fps 30
284
}
285
286
$Sequence "Crouch_to_run" {
287
	"Male_01_anims\Crouch_to_run.smd"
288
	fadein 0.2
289
	fadeout 0.2
290
	fps 30
291
}
292
293
$Sequence "Run_to_crouch" {
294
	"Male_01_anims\Run_to_crouch.smd"
295
	fadein 0.2
296
	fadeout 0.2
297
	fps 30
298
}
299
300
$Sequence "stairs_up" {
301
	"Male_01_anims\stairs_up.smd"
302
	activity "ACT_STAIRS_UP" 1
303
	fadein 0.2
304
	fadeout 0.2
305
	fps 30
306
}
307
308
$Sequence "stairs_down" {
309
	"Male_01_anims\stairs_down.smd"
310
	activity "ACT_STAIRS_DOWN" 1
311
	fadein 0.2
312
	fadeout 0.2
313
	fps 30
314
}
315
316
$Sequence "ladder_up" {
317
	"Male_01_anims\ladder_up.smd"
318
	activity "ACT_CLIMB_UP" 1
319
	fadein 0.2
320
	fadeout 0.2
321
	fps 30
322
}
323
324
$Sequence "ladder_down" {
325
	"Male_01_anims\ladder_down.smd"
326
	activity "ACT_CLIMB_DOWN" 1
327
	fadein 0.2
328
	fadeout 0.2
329
	fps 30
330
}
331
332
$Sequence "Open_door_away" {
333
	"Male_01_anims\Open_door_away.smd"
334
	fadein 0.2
335
	fadeout 0.2
336
	fps 30
337
}
338
339
$Sequence "Open_door_towards_right" {
340
	"Male_01_anims\Open_door_towards_right.smd"
341
	fadein 0.2
342
	fadeout 0.2
343
	fps 30
344
}
345
346
$Sequence "Open_door_towards_left" {
347
	"Male_01_anims\Open_door_towards_left.smd"
348
	fadein 0.2
349
	fadeout 0.2
350
	fps 30
351
}
352
353
$Sequence "Startle_behind" {
354
	"Male_01_anims\Startle_behind.smd"
355
	fadein 0.2
356
	fadeout 0.2
357
	fps 30
358
}
359
360
$Sequence "Cover_R" {
361
	"Male_01_anims\Cover_R.smd"
362
	fadein 0.2
363
	fadeout 0.2
364
	fps 30
365
	loop
366
}
367
368
$Sequence "Cover_L" {
369
	"Male_01_anims\Cover_L.smd"
370
	fadein 0.2
371
	fadeout 0.2
372
	fps 30
373
	loop
374
}
375
376
$Sequence "CoverLow_R" {
377
	"Male_01_anims\CoverLow_R.smd"
378
	fadein 0.2
379
	fadeout 0.2
380
	fps 30
381
	loop
382
}
383
384
$Sequence "CoverLow_L" {
385
	"Male_01_anims\CoverLow_L.smd"
386
	fadein 0.2
387
	fadeout 0.2
388
	fps 30
389
	loop
390
}
391
392
$Sequence "ThrowItem" {
393
	"Male_01_anims\ThrowItem.smd"
394
	{ event 1 32 "" }
395
	fadein 0.2
396
	fadeout 0.2
397
	fps 30
398
}
399
400
$Sequence "Heal" {
401
	"Male_01_anims\Heal.smd"
402
	activity "ACT_CIT_HEAL" 1
403
	{ event 1 22 "" }
404
	fadein 0.2
405
	fadeout 0.2
406
	fps 30
407
}
408
409
$Sequence "Wave" {
410
	"Male_01_anims\Wave.smd"
411
	activity "ACT_SIGNAL1" 1
412
	fadein 0.2
413
	fadeout 0.2
414
	fps 30
415
}
416
417
$Sequence "DuckUnder" {
418
	"Male_01_anims\DuckUnder.smd"
419
	fadein 0.2
420
	fadeout 0.2
421
	fps 30
422
}
423
424
$Sequence "crouchidlehide" {
425
	"Male_01_anims\crouchidlehide.smd"
426
	fadein 0.2
427
	fadeout 0.2
428
	node "node6"
429
	fps 30
430
	loop
431
}
432
433
$Sequence "standtocrouchhide" {
434
	"Male_01_anims\standtocrouchhide.smd"
435
	fadein 0.2
436
	fadeout 0.2
437
	transition "node0" "node6"
438
	fps 30
439
}
440
441
$Sequence "crouchhidetostand" {
442
	"Male_01_anims\crouchhidetostand.smd"
443
	fadein 0.2
444
	fadeout 0.2
445
	transition "node6" "node0"
446
	fps 30
447
}
448
449
$Sequence "scaredidle" {
450
	"Male_01_anims\scaredidle.smd"
451
	fadein 0.2
452
	fadeout 0.2
453
	node "node0"
454
	fps 30
455
	loop
456
}
457
458
$Sequence "preSkewer" {
459
	"Male_01_anims\preSkewer.smd"
460
	fadein 0.2
461
	fadeout 0.2
462
	fps 30
463
}
464
465
$Sequence "Fear_Reaction" {
466
	"Male_01_anims\Fear_Reaction.smd"
467
	fadein 0.2
468
	fadeout 0.2
469
	fps 30
470
}
471
472
$Sequence "layer_run_protected" {
473
	"Male_01_anims\layer_run_protected.smd"
474
	fadein 0.2
475
	fadeout 0.2
476
	fps 30
477
	weightlist "weights_layer_crouch_run_holding"
478
}
479
480
$Sequence "run_protected_all" {
481
	"a_RunS"
482
	"a_RunSE"
483
	"a_RunE"
484
	"a_RunNE"
485
	"a_RunN_protected"
486
	"a_RunNW"
487
	"a_RunW"
488
	"a_RunSW"
489
	"a_RunS"
490
	activity "ACT_RUN_PROTECTED" 1
491
	blend "move_yaw" -180 180
492
	blendwidth 9
493
	fadein 0.2
494
	fadeout 0.2
495
	addlayer "layer_run_protected"
496
	node "node3"
497
	fps 30
498
	loop
499
}
500
501
$Sequence "body_trans_y" {
502
	"a_body_trans_lt"
503
	"a_body_trans"
504
	"a_body_trans_rt"
505
	autoplay
506
	blend "body_trans_Y" 5.98704 -6.052888
507
	blendwidth 3
508
	delta
509
	fadein 0.2
510
	fadeout 0.2
511
	fps 30
512
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
513
	subtract "a_WalkS" 0
514
	weightlist "weights_body_trans_y"
515
}
516
517
$Sequence "body_trans_x" {
518
	"a_body_trans_fwd"
519
	"a_body_trans"
520
	"a_body_trans_bwd"
521
	autoplay
522
	blend "body_trans_X" 5.179113 -10.06647
523
	blendwidth 3
524
	delta
525
	fadein 0.2
526
	fadeout 0.2
527
	fps 30
528
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
529
	subtract "a_WalkS" 0
530
	weightlist "weights_body_trans_y"
531
}
532
533
$Sequence "body_trans_z" {
534
	"a_body_trans_dwn"
535
	"a_body_trans"
536
	"a_body_trans_up"
537
	autoplay
538
	blend "body_lift" -10.27094 2.090603
539
	blendwidth 3
540
	delta
541
	fadein 0.2
542
	fadeout 0.2
543
	fps 30
544
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
545
	subtract "a_WalkS" 0
546
	weightlist "weights_body_trans_y"
547
}
548
549
$Sequence "body_rot_z" {
550
	"a_body_rot_z_lt"
551
	"a_body_rot"
552
	"a_body_rot_z_rt"
553
	autoplay
554
	blend "body_yaw" 56.18248 -56.92804
555
	blendwidth 3
556
	delta
557
	fadein 0.2
558
	fadeout 0.2
559
	fps 30
560
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
561
	subtract "a_WalkS" 0
562
	weightlist "weights_body_trans_y"
563
}
564
565
$Sequence "body_rot_y" {
566
	"a_body_rot_back"
567
	"a_body_rot"
568
	"a_body_rot_fwd"
569
	autoplay
570
	blend "body_pitch" -20.50617 43.03254
571
	blendwidth 3
572
	delta
573
	fadein 0.2
574
	fadeout 0.2
575
	fps 30
576
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
577
	subtract "a_WalkS" 0
578
	weightlist "weights_body_trans_y"
579
}
580
581
$Sequence "body_rot_x" {
582
	"a_body_rot_lt"
583
	"a_body_rot"
584
	"a_body_rot_rt"
585
	autoplay
586
	blend "body_roll" -17.89883 15.76654
587
	blendwidth 3
588
	delta
589
	fadein 0.2
590
	fadeout 0.2
591
	fps 30
592
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
593
	subtract "a_WalkS" 0
594
	weightlist "weights_body_trans_y"
595
}
596
597
$Sequence "spine_rot_z" {
598
	"a_spine_rot_z_lt"
599
	"a_spine_rot"
600
	"a_spine_rot_z_rt"
601
	autoplay
602
	blend "spine_yaw" 40.61805 -40.63224
603
	blendwidth 3
604
	delta
605
	fadein 0.2
606
	fadeout 0.2
607
	fps 30
608
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
609
	subtract "a_WalkS" 0
610
	weightlist "weights_spine_rot_z"
611
}
612
613
$Sequence "spine_rot_y" {
614
	"a_spine_rot_back"
615
	"a_spine_rot"
616
	"a_spine_rot_fwd"
617
	autoplay
618
	blend "spine_pitch" -28.05413 52.54873
619
	blendwidth 3
620
	delta
621
	fadein 0.2
622
	fadeout 0.2
623
	fps 30
624
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
625
	subtract "a_WalkS" 0
626
	weightlist "weights_spine_rot_z"
627
}
628
629
$Sequence "spine_rot_x" {
630
	"a_spine_rot_lt"
631
	"a_spine_rot"
632
	"a_spine_rot_rt"
633
	autoplay
634
	blend "spine_roll" -21.838 21.83869
635
	blendwidth 3
636
	delta
637
	fadein 0.2
638
	fadeout 0.2
639
	fps 30
640
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
641
	subtract "a_WalkS" 0
642
	weightlist "weights_spine_rot_z"
643
}
644
645
$Sequence "neck_trans_x" {
646
	"a_neck_trans_back"
647
	"a_neck_trans"
648
	"a_neck_trans_fwd"
649
	autoplay
650
	blend "neck_trans" -0.433393 0.630727
651
	blendwidth 3
652
	delta
653
	fadein 0.2
654
	fadeout 0.2
655
	fps 30
656
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
657
	subtract "a_WalkS" 0
658
	weightlist "weights_neck_trans_x"
659
}
660
661
$Sequence "head_rot_z" {
662
	"a_head_rot_z_lt"
663
	"a_head_rot"
664
	"a_head_rot_z_rt"
665
	autoplay
666
	blend "head_yaw" -59.74303 59.74279
667
	blendwidth 3
668
	delta
669
	fadein 0.2
670
	fadeout 0.2
671
	fps 30
672
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
673
	subtract "a_WalkS" 0
674
	weightlist "weights_neck_trans_x"
675
}
676
677
$Sequence "head_rot_y" {
678
	"a_head_rot_dwn"
679
	"a_head_rot"
680
	"a_head_rot_up"
681
	autoplay
682
	blend "head_pitch" 36.14032 -29.99269
683
	blendwidth 3
684
	delta
685
	fadein 0.2
686
	fadeout 0.2
687
	fps 30
688
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
689
	subtract "a_WalkS" 0
690
	weightlist "weights_neck_trans_x"
691
}
692
693
$Sequence "head_rot_x" {
694
	"a_head_rot_lt"
695
	"a_head_rot"
696
	"a_head_rot_rt"
697
	autoplay
698
	blend "head_roll" -18.29328 18.32058
699
	blendwidth 3
700
	delta
701
	fadein 0.2
702
	fadeout 0.2
703
	fps 30
704
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
705
	subtract "a_WalkS" 0
706
	weightlist "weights_neck_trans_x"
707
}
708
709
$Sequence "roofidle1" {
710
	"Male_01_anims\roofidle1.smd"
711
	fadein 0.2
712
	fadeout 0.2
713
	fps 30
714
	loop
715
}
716
717
$Sequence "roofidle2" {
718
	"Male_01_anims\roofidle2.smd"
719
	fadein 0.2
720
	fadeout 0.2
721
	fps 30
722
	loop
723
}
724
725
$Sequence "roofwatch1" {
726
	"Male_01_anims\roofwatch1.smd"
727
	{ event 1003 324 "1" }
728
	{ event 1003 366 "2" }
729
	{ event 1003 376 "3" }
730
	fadein 0.2
731
	fadeout 0.2
732
	fps 30
733
}
734
735
$Sequence "roofwatch2" {
736
	"Male_01_anims\roofwatch2.smd"
737
	fadein 0.2
738
	fadeout 0.2
739
	fps 30
740
}
741
742
$Sequence "lookoutidle" {
743
	"Male_01_anims\lookoutidle.smd"
744
	fadein 0.2
745
	fadeout 0.2
746
	fps 30
747
	loop
748
}
749
750
$Sequence "lookoutrun" {
751
	"Male_01_anims\lookoutrun.smd"
752
	fadein 0.2
753
	fadeout 0.2
754
	fps 30
755
}
756
757
$Sequence "roofslide" {
758
	"Male_01_anims\roofslide.smd"
759
	fadein 0.2
760
	fadeout 0.2
761
	fps 30
762
}
763
764
$Sequence "plazaidle1" {
765
	"Male_01_anims\plazaidle1.smd"
766
	fadein 0.2
767
	fadeout 0.2
768
	fps 30
769
	loop
770
}
771
772
$Sequence "plazaidle2" {
773
	"Male_01_anims\plazaidle2.smd"
774
	fadein 0.2
775
	fadeout 0.2
776
	fps 30
777
	loop
778
}
779
780
$Sequence "plazaidle3" {
781
	"Male_01_anims\plazaidle3.smd"
782
	fadein 0.2
783
	fadeout 0.2
784
	fps 30
785
	loop
786
}
787
788
$Sequence "plazaidle4" {
789
	"Male_01_anims\plazaidle4.smd"
790
	fadein 0.2
791
	fadeout 0.2
792
	fps 30
793
	loop
794
}
795
796
$Sequence "plazastand1" {
797
	"Male_01_anims\plazastand1.smd"
798
	fadein 0.2
799
	fadeout 0.2
800
	fps 30
801
}
802
803
$Sequence "plazastand2" {
804
	"Male_01_anims\plazastand2.smd"
805
	fadein 0.2
806
	fadeout 0.2
807
	fps 30
808
}
809
810
$Sequence "plazastand3" {
811
	"Male_01_anims\plazastand3.smd"
812
	fadein 0.2
813
	fadeout 0.2
814
	fps 30
815
}
816
817
$Sequence "plazastand4" {
818
	"Male_01_anims\plazastand4.smd"
819
	fadein 0.2
820
	fadeout 0.2
821
	fps 30
822
}
823
824
$Sequence "apcarrestidle" {
825
	"Male_01_anims\apcarrestidle.smd"
826
	fadein 0.2
827
	fadeout 0.2
828
	fps 30
829
	loop
830
}
831
832
$Sequence "apcarrestslam" {
833
	"Male_01_anims\apcarrestslam.smd"
834
	fadein 0.2
835
	fadeout 0.2
836
	fps 30
837
}
838
839
$Sequence "arrestidle" {
840
	"Male_01_anims\arrestidle.smd"
841
	fadein 0.2
842
	fadeout 0.2
843
	fps 30
844
	loop
845
}
846
847
$Sequence "arrestcurious" {
848
	"Male_01_anims\arrestcurious.smd"
849
	fadein 0.2
850
	fadeout 0.2
851
	fps 30
852
}
853
854
$Sequence "Streetwar_CoverShoot_L" {
855
	"Male_01_anims\Streetwar_CoverShoot_L.smd"
856
	{ event 3002 24 "" }
857
	{ event 3002 37 "" }
858
	fadein 0.2
859
	fadeout 0.2
860
	fps 30
861
}
862
863
$Sequence "Trainstation_Int" {
864
	"Male_01_anims\Trainstation_Int.smd"
865
	fadein 0.2
866
	fadeout 0.2
867
	fps 30
868
	loop
869
}
870
871
$Sequence "Idle_Angry_SMG1" {
872
	"Male_01_anims\Idle_Angry_SMG1.smd"
873
	activity "ACT_IDLE_SMG1" 1
874
	fadein 0.2
875
	fadeout 0.2
876
	fps 30
877
	loop
878
}
879
880
$Sequence "Idle_SMG1_Aim" {
881
	"Male_01_anims\Idle_SMG1_Aim.smd"
882
	activity "ACT_IDLE_ANGRY_SMG1" 1
883
	fadein 0.2
884
	fadeout 0.2
885
	addlayer "layer_Aim_all"
886
	node "node7"
887
	fps 30
888
	loop
889
}
890
891
$Sequence "shoot_ar1" {
892
	"Male_01_anims\shoot_ar1.smd"
893
	activity "ACT_RANGE_ATTACK_AR1" 1
894
	fadein 0.2
895
	fadeout 0.2
896
	addlayer "layer_Aim_all"
897
	node "node7"
898
	fps 25
899
}
900
901
$Sequence "shoot_hmg1" {
902
	"Male_01_anims\shoot_hmg1.smd"
903
	activity "ACT_RANGE_ATTACK_HMG1" 1
904
	fadein 0.2
905
	fadeout 0.2
906
	addlayer "layer_Aim_all"
907
	node "node7"
908
	fps 25
909
}
910
911
$Sequence "shoot_smg1" {
912
	"Male_01_anims\shoot_smg1.smd"
913
	activity "ACT_RANGE_ATTACK_SMG1" 1
914
	fadein 0.2
915
	fadeout 0.2
916
	addlayer "layer_Aim_all"
917
	node "node7"
918
	fps 25
919
}
920
921
$Sequence "shoot_smg2" {
922
	"Male_01_anims\shoot_smg2.smd"
923
	activity "ACT_RANGE_ATTACK_SMG2" 1
924
	fadein 0.2
925
	fadeout 0.2
926
	addlayer "layer_Aim_all"
927
	node "node7"
928
	fps 25
929
}
930
931
$Sequence "shoot_shotgun" {
932
	"Male_01_anims\shoot_shotgun.smd"
933
	activity "ACT_RANGE_ATTACK_SHOTGUN" 1
934
	fadein 0.2
935
	fadeout 0.2
936
	node "node7"
937
	fps 25
938
}
939
940
$Sequence "shoot_rpg" {
941
	"Male_01_anims\shoot_rpg.smd"
942
	activity "ACT_RANGE_ATTACK_RPG" 1
943
	fadein 0.2
944
	fadeout 0.2
945
	node "node7"
946
	fps 5
947
}
948
949
$Sequence "reload_smg1" {
950
	"Male_01_anims\reload_smg1.smd"
951
	activity "ACT_RELOAD_SMG1" 1
952
	{ event 3015 47 "" }
953
	fadein 0.2
954
	fadeout 0.2
955
	node "node7"
956
	fps 30
957
}
958
959
$Sequence "gesture_shoot_ar1" {
960
	"Male_01_anims\gesture_shoot_ar1.smd"
961
	activity "ACT_GESTURE_RANGE_ATTACK_AR1" 1
962
	delta
963
	fadein 0.2
964
	fadeout 0.2
965
	fps 25
966
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
967
	subtract "a_WalkS" 0
968
}
969
970
$Sequence "gesture_shoot_hmg1" {
971
	"Male_01_anims\gesture_shoot_hmg1.smd"
972
	activity "ACT_GESTURE_RANGE_ATTACK_HMG1" 1
973
	delta
974
	fadein 0.2
975
	fadeout 0.2
976
	fps 25
977
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
978
	subtract "a_WalkS" 0
979
}
980
981
$Sequence "gesture_shoot_smg1" {
982
	"Male_01_anims\gesture_shoot_smg1.smd"
983
	activity "ACT_GESTURE_RANGE_ATTACK_SMG1" 1
984
	delta
985
	fadein 0.2
986
	fadeout 0.2
987
	fps 25
988
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
989
	subtract "a_WalkS" 0
990
}
991
992
$Sequence "gesture_shoot_smg2" {
993
	"Male_01_anims\gesture_shoot_smg2.smd"
994
	activity "ACT_GESTURE_RANGE_ATTACK_SMG2" 1
995
	delta
996
	fadein 0.2
997
	fadeout 0.2
998
	fps 25
999
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
1000
	subtract "a_WalkS" 0
1001
}
1002
1003
$Sequence "gesture_shoot_shotgun" {
1004
	"Male_01_anims\gesture_shoot_shotgun.smd"
1005
	activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
1006
	delta
1007
	fadein 0.2
1008
	fadeout 0.2
1009
	fps 25
1010
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
1011
	subtract "a_WalkS" 0
1012
}
1013
1014
$Sequence "CrouchDToShoot" {
1015
	"Male_01_anims\CrouchDToShoot.smd"
1016
	activity "ACT_TRANSITION" 1
1017
	fadein 0.2
1018
	fadeout 0.2
1019
	transition "node1" "node7"
1020
	fps 30
1021
}
1022
1023
$Sequence "ShootToCrouchD" {
1024
	"Male_01_anims\ShootToCrouchD.smd"
1025
	activity "ACT_TRANSITION" 1
1026
	fadein 0.2
1027
	fadeout 0.2
1028
	transition "node7" "node1"
1029
	fps 30
1030
}
1031
1032
$Sequence "Cover_LToShootSMG1" {
1033
	"Male_01_anims\Cover_LToShootSMG1.smd"
1034
	fadein 0.2
1035
	fadeout 0.2
1036
	transition "node8" "node7"
1037
	fps 30
1038
}
1039
1040
$Sequence "Cover_RToShootSMG1" {
1041
	"Male_01_anims\Cover_RToShootSMG1.smd"
1042
	fadein 0.2
1043
	fadeout 0.2
1044
	transition "node9" "node7"
1045
	fps 30
1046
}
1047
1048
$Sequence "CoverLow_LToShootSMG1" {
1049
	"Male_01_anims\CoverLow_LToShootSMG1.smd"
1050
	fadein 0.2
1051
	fadeout 0.2
1052
	transition "node8" "node7"
1053
	fps 30
1054
}
1055
1056
$Sequence "CoverLow_RToShootSMG1" {
1057
	"Male_01_anims\CoverLow_RToShootSMG1.smd"
1058
	fadein 0.2
1059
	fadeout 0.2
1060
	transition "node9" "node7"
1061
	fps 30
1062
}
1063
1064
$Sequence "ShootSMG1ToCover_L" {
1065
	"Male_01_anims\ShootSMG1ToCover_L.smd"
1066
	fadein 0.2
1067
	fadeout 0.2
1068
	transition "node7" "node8"
1069
	fps 30
1070
}
1071
1072
$Sequence "ShootSMG1ToCover_R" {
1073
	"Male_01_anims\ShootSMG1ToCover_R.smd"
1074
	fadein 0.2
1075
	fadeout 0.2
1076
	transition "node7" "node9"
1077
	fps 30
1078
}
1079
1080
$Sequence "ShootSMG1ToCoverLow_L" {
1081
	"Male_01_anims\ShootSMG1ToCoverLow_L.smd"
1082
	fadein 0.2
1083
	fadeout 0.2
1084
	transition "node7" "node10"
1085
	fps 30
1086
}
1087
1088
$Sequence "ShootSMG1ToCoverLow_R" {
1089
	"Male_01_anims\ShootSMG1ToCoverLow_R.smd"
1090
	fadein 0.2
1091
	fadeout 0.2
1092
	transition "node7" "node11"
1093
	fps 30
1094
}
1095
1096
$Sequence "crouch_shoot_smg1" {
1097
	"Male_01_anims\crouch_shoot_smg1.smd"
1098
	activity "ACT_RANGE_ATTACK_SMG1_LOW" 1
1099
	{ event 3002 0 "" }
1100
	fadein 0.2
1101
	fadeout 0.2
1102
	addlayer "layer_Aim_all"
1103
	node "node1"
1104
	fps 25
1105
}
1106
1107
$Sequence "crouch_aim_smg1" {
1108
	"Male_01_anims\crouch_aim_smg1.smd"
1109
	activity "ACT_RANGE_AIM_SMG1_LOW" 1
1110
	fadein 0.2
1111
	fadeout 0.2
1112
	addlayer "layer_Aim_all"
1113
	node "node1"
1114
	fps 30
1115
	loop
1116
}
1117
1118
$Sequence "crouch_reload_smg1" {
1119
	"Male_01_anims\crouch_reload_smg1.smd"
1120
	activity "ACT_RELOAD_SMG1_LOW" 1
1121
	{ event 3015 46 "" }
1122
	fadein 0.2
1123
	fadeout 0.2
1124
	node "node1"
1125
	fps 30
1126
}
1127
1128
$Sequence "shootp1" {
1129
	"Male_01_anims\shootp1.smd"
1130
	activity "ACT_RANGE_ATTACK_PISTOL" 1
1131
	{ event 3014 1 "" }
1132
	fadein 0.2
1133
	fadeout 0.2
1134
	fps 4
1135
}
1136
1137
$Sequence "reloadpistol" {
1138
	"Male_01_anims\reloadpistol.smd"
1139
	activity "ACT_METROPOLICE_RELOAD_PISTOL" 1
1140
	fadein 0.2
1141
	fadeout 0.2
1142
	fps 30
1143
}
1144
1145
$Sequence "drawpistol" {
1146
	"Male_01_anims\drawpistol.smd"
1147
	activity "ACT_METROPOLICE_DRAW_PISTOL" 1
1148
	{ event 50 9 "" }
1149
	fadein 0.2
1150
	fadeout 0.2
1151
	fps 30
1152
}
1153
1154
$Sequence "overwatch" {
1155
	"Male_01_anims\overwatch.smd"
1156
	activity "ACT_METROPOLICE_OVERWATCH" 1
1157
	fadein 0.2
1158
	fadeout 0.2
1159
	fps 30
1160
}
1161
1162
$Sequence "gesture_shootp1" {
1163
	"Male_01_anims\gesture_shootp1.smd"
1164
	activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1
1165
	delta
1166
	{ event 3014 1 "" }
1167
	fadein 0.2
1168
	fadeout 0.2
1169
	fps 4
1170
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
1171
	subtract "a_WalkS" 0
1172
}
1173
1174
$Sequence "reload_pistol" {
1175
	"Male_01_anims\reload_pistol.smd"
1176
	activity "ACT_RELOAD_PISTOL" 1
1177
	{ event 3015 0 "" }
1178
	fadein 0.2
1179
	fadeout 0.2
1180
	fps 30
1181
}
1182
1183
$Sequence "crouch_shoot_pistol" {
1184
	"Male_01_anims\crouch_shoot_pistol.smd"
1185
	activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
1186
	{ event 3014 4 "" }
1187
	fadein 0.2
1188
	fadeout 0.2
1189
	fps 18
1190
}
1191
1192
$Sequence "crouch_reload_pistol" {
1193
	"Male_01_anims\crouch_reload_pistol.smd"
1194
	activity "ACT_RELOAD_PISTOL_LOW" 1
1195
	{ event 3015 0 "" }
1196
	fadein 0.2
1197
	fadeout 0.2
1198
	fps 30
1199
}
1200
1201
$Sequence "throw1" {
1202
	"Male_01_anims\throw1.smd"
1203
	activity "ACT_RANGE_ATTACK_THROW" 1
1204
	{ event 3005 28 "" }
1205
	fadein 0.2
1206
	fadeout 0.2
1207
	fps 30
1208
}
1209
1210
$Sequence "swing" {
1211
	"Male_01_anims\swing.smd"
1212
	activity "ACT_MELEE_ATTACK_SWING" 1
1213
	{ event 3001 13 "" }
1214
	fadein 0.2
1215
	fadeout 0.2
1216
	fps 35
1217
}
1218
1219
$Sequence "MeleeAttack01" {
1220
	"Male_01_anims\MeleeAttack01.smd"
1221
	fadein 0.2
1222
	fadeout 0.2
1223
	fps 30
1224
}
1225
1226
$Sequence "pickup" {
1227
	"Male_01_anims\pickup.smd"
1228
	activity "ACT_PICKUP_GROUND" 1
1229
	{ event 2040 13 "" }
1230
	fadein 0.2
1231
	fadeout 0.2
1232
	fps 30
1233
}
1234
1235
$Sequence "aimup" {
1236
	"Male_01_anims\aimup.smd"
1237
	fadein 0.2
1238
	fadeout 0.2
1239
	fps 30
1240
}
1241
1242
$Sequence "layer_Aim_all" {
1243
	"a_run_aim_straight_up"
1244
	"a_run_aim_straight_up"
1245
	"a_run_aim_straight_up"
1246
	"a_run_aim_up_right"
1247
	"a_run_aim_up_center"
1248
	"a_run_aim_up_left"
1249
	"a_run_aim_mid_right"
1250
	"a_run_aim_mid_center"
1251
	"a_run_aim_mid_left"
1252
	"a_run_aim_down_right"
1253
	"a_run_aim_down_center"
1254
	"a_run_aim_down_left"
1255
	blend "aim_yaw" -45 45
1256
	blend "aim_pitch" -90 45
1257
	blendwidth 3
1258
	delta
1259
	fadein 0.2
1260
	fadeout 0.2
1261
	iklock "rfoot" 1 0
1262
	iklock "lfoot" 1 0
1263
	fps 30
1264
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
1265
	subtract "a_WalkS" 0
1266
	weightlist "weights_layer_Aim_all"
1267
}
1268
1269
$Sequence "layer_walk_aiming" {
1270
	"Male_01_anims\layer_walk_aiming.smd"
1271
	fadein 0.2
1272
	fadeout 0.2
1273
	addlayer "layer_Aim_all"
1274
	fps 30
1275
	weightlist "weights_layer_crouch_run_holding"
1276
}
1277
1278
$Sequence "layer_walk_holding" {
1279
	"Male_01_anims\layer_walk_holding.smd"
1280
	fadein 0.2
1281
	fadeout 0.2
1282
	fps 30
1283
	weightlist "weights_layer_crouch_run_holding"
1284
}
1285
1286
$Sequence "layer_run_aiming" {
1287
	"Male_01_anims\layer_run_aiming.smd"
1288
	fadein 0.2
1289
	fadeout 0.2
1290
	addlayer "layer_Aim_all"
1291
	fps 30
1292
	weightlist "weights_layer_crouch_run_holding"
1293
}
1294
1295
$Sequence "layer_crouch_run_aiming" {
1296
	"Male_01_anims\layer_crouch_run_aiming.smd"
1297
	fadein 0.2
1298
	fadeout 0.2
1299
	addlayer "layer_Aim_all"
1300
	fps 30
1301
	weightlist "weights_layer_crouch_run_holding"
1302
}
1303
1304
$Sequence "layer_crouch_walk_aiming" {
1305
	"Male_01_anims\layer_crouch_walk_aiming.smd"
1306
	fadein 0.2
1307
	fadeout 0.2
1308
	addlayer "layer_Aim_all"
1309
	fps 30
1310
	weightlist "weights_layer_crouch_run_holding"
1311
}
1312
1313
$Sequence "aim_walk_all_delta" {
1314
	"a_walkS_aim_delta"
1315
	"a_walkSE_aim_delta"
1316
	"a_walkE_aim_delta"
1317
	"a_walkNE_aim_delta"
1318
	"a_walkN_aim_delta"
1319
	"a_walkNW_aim_delta"
1320
	"a_walkW_aim_delta"
1321
	"a_walkSW_aim_delta"
1322
	"a_walkS_aim_delta"
1323
	blend "move_yaw" -180 180
1324
	blendwidth 9
1325
	delta
1326
	fadein 0.2
1327
	fadeout 0.2
1328
	iklock "lfoot" 1 1
1329
	iklock "rfoot" 1 1
1330
	fps 30
1331
	// This subtract line guesses the animation name and frame index. There is no way to determine which $animation and which frame was used. Change as needed.
1332
	subtract "a_WalkS" 0
1333
	weightlist "weights_crouch_run_all_delta"
1334
}
1335
1336
$Sequence "walkAIMALL1" {
1337
	"a_WalkS"
1338
	"a_WalkSE"
1339
	"a_WalkE"
1340
	"a_WalkNE"
1341
	"a_WalkN_SMG"
1342
	"a_WalkNW"
1343
	"a_WalkW"
1344
	"a_WalkSW"
1345
	"a_WalkS"
1346
	activity "ACT_WALK_AIM_RIFLE" 1
1347
	blend "move_yaw" -180 180
1348
	blendwidth 9
1349
	fadein 0.2
1350
	fadeout 0.2
1351
	addlayer "aim_walk_all_delta"
1352
	addlayer "layer_walk_aiming"
1353
	node "node2"
1354
	fps 30
1355
	loop
1356
}
1357
1358
$Sequence "walkHOLDALL1" {
1359
	"a_WalkS"
1360
	"a_WalkSE"
1361
	"a_WalkE"
1362
	"a_WalkNE"
1363
	"a_WalkN_SMG"
1364
	"a_WalkNW"
1365
	"a_WalkW"
1366
	"a_WalkSW"
1367
	"a_WalkS"
1368
	activity "ACT_WALK_RIFLE" 1
1369
	blend "move_yaw" -180 180
1370
	blendwidth 9
1371
	fadein 0.2
1372
	fadeout 0.2
1373
	addlayer "aim_walk_all_delta"
1374
	addlayer "layer_walk_holding"
1375
	node "node2"
1376
	fps 30
1377
	loop
1378
}
1379
1380
$Sequence "run_holding_all" {
1381
	"a_RunS"
1382
	"a_RunSE"
1383
	"a_RunE"
1384
	"a_RunNE"
1385
	"a_RunN_SMG"
1386
	"a_RunNW"
1387
	"a_RunW"
1388
	"a_RunSW"
1389
	"a_RunS"
1390
	activity "ACT_RUN_RIFLE" 1
1391
	blend "move_yaw" -180 180
1392
	blendwidth 9
1393
	fadein 0.2
1394
	fadeout 0.2
1395
	addlayer "layer_run_holding"
1396
	node "node3"
1397
	fps 30
1398
	loop
1399
}
1400
1401
$Sequence "run_aiming_all" {
1402
	"a_RunS"
1403
	"a_RunSE"
1404
	"a_RunE"
1405
	"a_RunNE"
1406
	"a_RunN_SMG"
1407
	"a_RunNW"
1408
	"a_RunW"
1409
	"a_RunSW"
1410
	"a_RunS"
1411
	activity "ACT_RUN_AIM_RIFLE" 1
1412
	blend "move_yaw" -180 180
1413
	blendwidth 9
1414
	fadein 0.2
1415
	fadeout 0.2
1416
	addlayer "layer_run_aiming"
1417
	node "node3"
1418
	fps 30
1419
	loop
1420
}
1421
1422
$Sequence "crouchRUNHOLDINGALL1" {
1423
	"a_RunS"
1424
	"a_RunSE"
1425
	"a_RunE"
1426
	"a_RunNE"
1427
	"a_Crouch_runN"
1428
	"a_RunNW"
1429
	"a_RunW"
1430
	"a_RunSW"
1431
	"a_RunS"
1432
	activity "ACT_RUN_CROUCH_RIFLE" 1
1433
	blend "move_yaw" -180 180
1434
	blendwidth 9
1435
	fadein 0.2
1436
	fadeout 0.2
1437
	addlayer "crouch_run_all_delta"
1438
	addlayer "layer_crouch_run_holding"
1439
	node "node5"
1440
	fps 30
1441
	loop
1442
}
1443
1444
$Sequence "crouchRUNAIMINGALL1" {
1445
	"a_RunS"
1446
	"a_RunSE"
1447
	"a_RunE"
1448
	"a_RunNE"
1449
	"a_Crouch_runN"
1450
	"a_RunNW"
1451
	"a_RunW"
1452
	"a_RunSW"
1453
	"a_RunS"
1454
	activity "ACT_RUN_CROUCH_AIM_RIFLE" 1
1455
	blend "move_yaw" -180 180
1456
	blendwidth 9
1457
	fadein 0.2
1458
	fadeout 0.2
1459
	addlayer "crouch_run_all_delta"
1460
	addlayer "layer_crouch_run_aiming"
1461
	node "node5"
1462
	fps 30
1463
	loop
1464
}
1465
1466
$Sequence "Crouch_walk_holding_all" {
1467
	"a_Crouch_walkS"
1468
	"a_Crouch_walkSE"
1469
	"a_Crouch_walkE"
1470
	"a_Crouch_walkNE"
1471
	"a_Crouch_walkN"
1472
	"a_Crouch_walkNW"
1473
	"a_Crouch_walkW"
1474
	"a_Crouch_walkSW"
1475
	"a_Crouch_walkS"
1476
	activity "ACT_WALK_CROUCH_RIFLE" 1
1477
	blend "move_yaw" -180 180
1478
	blendwidth 9
1479
	fadein 0.2
1480
	fadeout 0.2
1481
	addlayer "layer_crouch_walk_holding"
1482
	node "node4"
1483
	fps 30
1484
	loop
1485
}
1486
1487
$Sequence "Crouch_walk_aiming_all" {
1488
	"a_Crouch_walkS"
1489
	"a_Crouch_walkSE"
1490
	"a_Crouch_walkE"
1491
	"a_Crouch_walkNE"
1492
	"a_Crouch_walkN"
1493
	"a_Crouch_walkNW"
1494
	"a_Crouch_walkW"
1495
	"a_Crouch_walkSW"
1496
	"a_Crouch_walkS"
1497
	activity "ACT_WALK_CROUCH_AIM_RIFLE" 1
1498
	blend "move_yaw" -180 180
1499
	blendwidth 9
1500
	fadein 0.2
1501
	fadeout 0.2
1502
	addlayer "layer_crouch_walk_aiming"
1503
	node "node4"
1504
	fps 30
1505
	loop
1506
}
1507
1508
$Sequence "ragdoll" {
1509
	"Male_01_anims\ragdoll.smd"
1510
	activity "ACT_DIERAGDOLL" 1
1511
	fadein 0.2
1512
	fadeout 0.2
1513
	fps 30
1514
}